View Full Version : Events for 1939 BTS Mod


wotan321
Sep 06, 2009, 07:58 AM
This mod could benefit from historically related events. Lets discuss them here and talk about developing the events files.

Ahriman
Sep 06, 2009, 08:44 AM
Historic events worth considering:

1. Forced declarations of war.
Italy vs Britain.
Finland vs USSR.
Germany vs USSR.
US vs Germany/Italy (unable to declare before then).

2. Vichy France split off; if Germany conquers Paris, France becomes a vassal to Germany (and maybe some Free French partisans pop up?).
If Paris is liberated by UK or US, the vassalisation is ended and France declares war on Germany.

3. Partisan spawn.
Events spawning partisans in conquered territories, particularly for France/Poland. Make them trigger off cities with foreign culture?

4. Hypothetical surrenders.
USSR becomes vassal to Germany if Leningrad and Moscow (and Stalingrad?) are conquered.
Italy becomes vassal to Germany if Rome conquered by US or UK?
UK becomes vassal to Germany if London conquered, or London and Edinburgh?

5. Forced civic changes. Eg US forced into isolationism/non-militaristic until Dec 41, and give non-militaristic a large military production penalty (like -80%).

6. Something to weaken the Soviets after German DOW.
All Soviet units get a "Disorganized" promotion that gives -1 movement and -25% strength, and lasts for 5 turns. Soviets also get plunged into anarchy for 5 turns, with no research or production.

7. Maybe forced permanent alliances, which will overlap with the declarations of war?
In June 1940 Italy and eastern balkans enter permanent alliance with Germany.
In Dec 1941 US enters permanent alliance with UK.

wotan321
Sep 06, 2009, 06:49 PM
Those are all great events, it would certainly make the Mod more like the "The Road to War" Mod. I was thinking more about the random events that occur due to the CIV4EventTriggerInfos.xml file, something like adapting some of the current events to have more of a 1930's and 1940's flavor.

I don't want to see historical events occurring unconditionally, as was done in "The Road to War". I enjoyed that mod thoroughly but it would be nice if some middle ground existed between no event and scripted, unavoidable events.

Much of the alliances/diplomacy and capitulation action can be controlled with the xml files. Hopefully I will find the courage to attack those issues and send in the needed changes so they can be integrated into the Mod.

Ahriman
Sep 06, 2009, 07:52 PM
I think there needs to be a clear statement by the mod creator(s?) of how the mod is intended to be different from Road to War.

JEELEN
Sep 07, 2009, 03:40 AM
Those are all great events, it would certainly make the Mod more like the "The Road to War" Mod. I was thinking more about the random events that occur due to the CIV4EventTriggerInfos.xml file, something like adapting some of the current events to have more of a 1930's and 1940's flavor.

I don't want to see historical events occurring unconditionally, as was done in "The Road to War". I enjoyed that mod thoroughly but it would be nice if some middle ground existed between no event and scripted, unavoidable events.

Actually RtW allows a choice between fixed, unfixed and random/no historical events.

Peter1501
Sep 07, 2009, 11:51 AM
Yes, I would also like to see an event-based Scenario.

asioasioasio
Sep 07, 2009, 01:56 PM
OK i see it like this (just propositions - if it could be done it would be awsome):

1. Two types - historical and flavour.

2. Most of the events should be triggered by something (the situtaion on the map, civics, technologies).

3. Flavour could appear in all the scenarios. Historical should appear in selected scenarios - so when scenario name is WW2 Europe - June 1943.CivBeyondSwordWBSave and WW2 Europe - September 1939.CivBeyondSwordWBSave use this events. To make life easier it could create additional tag in EventsInfos where the scenarios could be specified.
Something like this
<EventBasedScenario>
<Scenario>WW2 Europe - June 1943.CivBeyondSwordWBSave</Scenario>
<Scenario>WW2 Europe - September 1939.CivBeyondSwordWBSave</Scenario>
</EventBasedScenario>

Not sure if this is doable since I'm programming dummy.

4.It would be also good if player could choose in the begining
-game without all events
-game without only historical events
-game with all events.

5. As many as possible events should at least have two options to choose (like it is in Hearts of Iron II).
So for example Player playing Germany could decide if:
- it wants start the war with Poland, (Triggers war with Poland, France, Great Britain, Canada, and if available on the map Australia and Canada)
- demand once again "Gdansk or war" (15% chance for success - Gdansk go to Germany, -5 to diplomacy with Poland and -2 to all the other countries mentioned above, Germany cannot declare war for 10 turns)(85% chance for failure - start the war with all above),
- don't start war yet. (it would be rather option for player, AI would start war, unless the situation on the map is very critical - for example it won't start war with Soviet Union if it can't beat France on the west).

6. It could use the graphics for the events
http://forums.civfanatics.com/showthread.php?t=314250
I would love to make the .dds work :)

kiwitt
Sep 07, 2009, 09:21 PM
1933 – The Nazi Party came to power in Germany (the Third Reich forms). Hitler began to rebuild the military in direct violation of the Treaty of Versailles (secretly at first, and in public by 1935 – the Western democracies do nothing).
March 1936 – Germans occupied the Rhineland with troops – again violating the Treaty of Versailles and again resulting in no reaction from the Western democracies.
March 1938 – Austria was annexed by the Third Reich.
Sept 1938 – Munich Agreement. Britain and France agreed to Hitler’s demands to ‘free’ oppressed German people that lived within the Czech Republic. German troops occupied the Sudetenland in the first weeks of October.
March 1939 – Germany seized the remainder of western Czechoslovakia. The western democracies finally realized Hitler’s true intention of conquest. The southeastern portion became the Slovak Republic, allied with Germany.
April 1939. Similarly, Italy invaded Albania and then become officially allied with Germany with the “Pact of Steel” in May.
1 September 1939 Germany invaded Poland with two Army Groups. On 17 Sept the Soviet Union, who had previously signed a non-aggression agreement with Germany (Molotov-Rippentrop Pact: 23 August 1939) invaded and occupied eastern Poland. France and Britain declared war on Germany.
27 September 1940. Tripartite Pact: The Axis Powers formally came into being. Germany, Japan and Italy signed this agreement to mutually support each other in their quest to conquer their spheres of influence. Hungary and Romania joined in November ’40 and Bulgaria joined in March 41.
October 1939-April 1940. The ‘Phony War’. Germany built up forces to invade France while France established defenses behind her Maginot Line (a series of strong fortifications on the French-German Border). Since the Maginot Line did not extend beyond that border, the French positioned their more mobile forces, including the British Expeditionary Force, on the Belgium Border, which would cross that border should the Germans attempt a repeat of the Schlieffen plan they had executed at the beginning of WW I. This, the Dyer Plan, would meet and defeat any German attack trying to swing around the Maginot Line, through Belgium/Netherlands.
9 April – German forces occupied Denmark
9 April – June. Germans invaded Norway. These two actions protect the German trade routes with Sweden (Iron Ore) and assisted Germany to execute her future submarine campaign in the Atlantic.
10 May 1940 – Battle of France. The Germans invaded the Netherlands and Belgium (bypassing the Maginot Line). Britain and France moved to counter this attack.
German Army Group A (containing the majority of the Panzer Units) attacks through the Ardennes Forrest and cuts off two French Armies and the BEF from the rest of the French Forces. These troops either surrendered or were evacuated at Dunkirk.
22 June – The Battle of France ends. After the disaster in the Low Countries, the French Army becomes almost totally ineffective, and the Germans easily attack through northern and eastern France. France surrenders and Vichy France was established, which is Southern France, Corsica and the French Colonies that now became essentially allied with Germany.
July – October 1940. Battle of Britain. An attempt by Germany to gain air superiority, in order to invade Britain (Operation Sea Lion). The Germans failed and eventually called off the Operation.
NOT SHOWN: Sept 1940-Nov 1942: North Africa Campaign. A series of see-saw battles between German/Italian Forces (Libya) and the British (Egypt).
October 1940. Italy attempted to invade Greece, but failed miserably. They actually lose half of Albania, and the British sent forces to defend Greece.
April 1941. Germany goes to the aid of Italy by invading Greece, and consequently Yugoslavia when the Yugoslav government was overthrown, cancelling her previous agreement to allow the Germans to pass through their county.
20-31 May 1941. Germany seized Crete with an almost purely Airborne Assault. They suffered such great losses, they never again conducted a major airborne assault.
22 June – December 1941. Operation Barbarossa. Three German Army Groups attacked into the Soviet Union, but were finally stopped just short of Moscow by stiff Soviet resistance, strategic overreach and the winter.

kiwitt
Sep 07, 2009, 09:22 PM
8 November 1942: Operation Torch. Knowing that they are not yet strong enough for a direct assault into Europe, but realizing they must attack somewhere, the Allied Combined Chiefs of Staff decided to attack North Africa to assist the British 8th Army destroy the German/Italian Forces that were fighting in the vicinity of Egypt. At three landing sights, the Allies landed in Morocco and Algeria and quickly defeat the Vichy forces there.
10 November 1942: Germans occupied Southern France and Corsica as the Vichy government began to topple (due to defections in N. Africa).
November 1942 – The allies advanced toward Tunisia to seize critical supply ports. However, the Germans rushed troops into Tunisia from Italy/Sicily and form the 5th Panzer Army. The Germans successfully halted the Allied advance just short of their goal. The British 1st Army was now forced to go on the defense and wait for supplies and reinforcements to arrive from their very long supply lines, as well as wait for better weather. A French and American Corps occupied positions to the south of the main British Corps. In early February, Panzer Army Afrika (Rommel) arrived in Tunisia after being driven from Egypt by the 8th Army.
Rommel proposed that the combined German Armies attack the weak allied right flank to attempt to cut the 1st Br Army from its supply lines prior to the 8th Army’s arrival in force.
Feb 1943. Battle of Kasserine Pass: This battle was a tactical defeat for the Americans, but an operational failure for the Germans who are unable to follow up on their initial success. The 8th Army finally arrived in force and the two German Armies surrendered in May 1943.
With the Allies still unprepared to invade Europe, a decision was made at the Casablanca Conference to attack into Sicily (the decision to invade Italy was made with the success of the Sicilian operation)
10 July 43: 15th Army Group (AG) with the US 7th Army (Patton) and the British 8th Army (Montgomery) invade Sicily (Operation Husky). 505th Parachute Regt (82nd Airborne Division) and 1st British Airborne Division assist.
10 July – 17 August 43: Sicily was conquered. The US 7th Army attacked up the western side of the island, protecting the flank of the British 8th Army that attacked up the eastern side. The Germans were able to evacuate much of their men and equipment.
3 Sept 43: British 8th Army invaded the ‘toe’ of Italy as a diversion (Operation Baytown). The US 5th Army (Clark) then made the Allied main amphibious assault (Operation Avalanche) at Salerno on 9 September, while the 1st British Airborne Division conducted a supporting amphibious assault (Operation Slapstick) at the ‘heel’ of Italy. Salerno was a very difficult operation for the allies, but poor German coordination resulted in a successful invasion.
Just prior to the Salerno invasion, Italy surrendered to the Allies. This was announced during the invasion to create havoc for the Germans. The Germans, however, had anticipated this capitulation and rapidly disarmed the Italian forces.
16 Sept – 8 Oct 43: Movement to the Gustav Line. The British 8th Army linked up with the US 5th Army by 16 Sept and the Germans (under Luftwaffe Field Marshall Kesselring) withdrew to and held the Gustav line by 8 October.
July-Nov 43: After two failed German offensives (Stalingrad in 1942 and Kursk in July 1943), the Soviet Union begin the 1st of their major offensives to push the Germans back to Germany. This offensive occurred along the majority of the eastern front and reached the Dnieper River.

kiwitt
Sep 07, 2009, 09:22 PM
24 December 1943: Montgomery is named the 21st AG commander (the US 1st Army and the British 2nd Army) and the final preparations for the invasion of Europe (Operation Overlord) began.
Fall 1943: With the capture of Foggia in Italy, the US Army Air Force now had two locations to conduct the Strategic Bombing of the German industry and resources. The 8th Air Force had begun limited operations from England in the summer of 1942, and now with the 15th Air Force in Italy (and with the British Bomber command conducting night raids against German moral) the US Strategic bombers conducted large, 1000 bomber raids (with emphasis on transportation and oil production) deep into enemy territory. These initial raids proved to be very costly, but continued through the rest of the war.
22 Jan 1944: After continuously unsuccessful attacks on the Monte Casino and the rest of the Gustav Line, the 15th AG attempted to break the stalemate by conducting another major amphibious landing with the US VI Corps at Anzio (Operation Shingle). While the landing was virtually unopposed, the US Corps Commander, General Lucas, failed to advance. Simultaneously, the drive by the US 5th Army (to link up with VI Corps) failed again to break the Gustav line.
16-19 Feb 44: The Germans counter-attacked the US beachhead, and almost pushed them back to the sea, but ultimately failed. Anzio now turned into a siege until May.
19-25 Feb 44: Bomber Offensive. The US orient on the destruction of the German aircraft industry. The scale and success of the attacks resulted in it being called ‘Big Week’ after the fact.
US Fighter Planes were now able to escort the bombers all the way to their targets and back (due to drop tanks). They (and the heavily defended bombers) destroyed so many German fighter planes, that air superiority was assured for the coming Overlord invasion. The Germans can now only defend their most critical industrial locations.
Jan-Apr 44: Soviet Spring Offensive frees Leningrad from it’s two year siege and pushes into the Ukraine.
11 May – 4 June 44: In attempt to draw German units into the Italian Theater (and thus away from the Overlord Invasion) the 15th AG conducted Operation Diadem and finally broke the Gustav Line. The 5th Army linked up with the VI Corps at Anzio and entered Rome on 4 June (two days prior to Overlord).
6 June 44: Operation Overlord – 3 Airborne Divisions (82nd, 101st and 6th British) landed in Normandy in the early hours, to protect the flanks of the amphibious landing sites.
6 June 44: Operation Overlord – 21st AG landed in Normandy on 5 beachheads: Utah (4th ID), Omaha (1st and 29th ID), Gold (50th British ID), Juno, (3rd Canadian ID) and Sword (3rd British ID).
Allied air forces successfully conducted strikes which slowed and even prevented German reinforcements from arriving at the Normandy beachheads.
June-Oct 44: After the fall of Rome, the 15th AG was able to push the Germans north on the Italian Peninsula. They quickly break the German Gothic line but cannot push much further and the opposing forces settled into a static line for the winter/spring of 44/45.

kiwitt
Sep 07, 2009, 09:23 PM
25 July 1944. Operation Cobra. After an immense buildup of forces and the slow expansion of the allied beachhead, the US 8th and 9th Air forces (strategic and tactical) conduct a concentrated ‘carpet bombing’ mission which assisted in the breakout attack of the US 1st Army through the very difficult bocage countryside.
1 August 44: With this breakout, the US 12th Army Group (Bradley) was formed – US 1st Army (Hodges) and US 3rd Army (Patton).
1-25 August 44: Patton’s 3rd Army poured through and exploits the breakout created by Operation Cobra and attacked in two directions – Brittany and the Seine River. With this rapid movement, the German 7th and 5th Panzer Armies are almost cut off, but escape with a large portion of their men (but not equipment) at the Falaise Gap when the Canadian 1st Army failed to rapidly link up with the US 3rd Army. Paris was liberated on 25 August.
15 August 44: Operation Anvil (Dragoon) – US 7th Army landed in Southern France in support of the attack in Normandy.
June-August 44: The Soviets crush the German Army Group Center and reach the outskirts of Warsaw.
25 August – 15 September 44: Eisenhower takes over direct control of the ground battle from Montgomery (1 September) and the 21st and 12th Army Groups attacked along a ‘Broad Front’ toward the Rhine River. The 12th Army Group linked up the newly formed 6th AG (Devers) which contained the US 7th and French 1st Armies. Also, the 9th Army (Simpson) is formed in 5 September and clears the rest of Brittany (The port of Brest). General Clark became the 15th AG commander in October.
Operation Market-Garden: 21st AG’s attempt to rapidly cross many rivers/canals in the Netherlands (2 part operation)
17 Sept 44: Operation Market - 101st, 82nd, and 1st British Airborne divisions are dropped to capture a series of bridges located between Arnhem and the British front lines.
17-20 September 44: Operation Garden - British XXX Corps attacks to link up with the Airborne (ABN) units and cross the captured bridges. The XXX Corps is finally stopped after it links up with the US 82nd ABN just short of the British 1st ABN at Arnhem. Only 2,200 of that surrounded division escaped back to British lines.
August – December 44: Soviet offensive to clear the Balkans. Romania and Bulgaria surrender and join the Allies.
Nov 8 – 15 Dec 44: Eisenhower shifted the Main Effort to the 12 AG. Both the 3rd and 7th Armies attacked to the German “West Wall”. This was also the time that 1st Army fights the costly battle of the Hurtgen Forrest. The 9th Army, initially paced between 1st and 3rd Armies, was moved to the 12 AG’s northern boundary. Bradley, anticipating a future transfer of forces to Montgomery, made the shift as he did not want to lose his veteran Army.

kiwitt
Sep 07, 2009, 09:23 PM
Ardennes Offensive (Operation Watch on the Rhine) The Germans massed the 6th SS Panzer, 5th Panzer and 7th Armies for a final counter-attack against the Western Allies. Hitler planned to split the US from the British at the lightest defended portion of the American line – the Ardennes (the same location that they concentrated their panzer forces to defeat the French in 1940). This attack would then continue to the coast and capture the critical supply port of Antwerp. This would become known as the Battle of the Bulge.
15-24 Dec 44: Battle of the Bulge (1) - Germany attacked and created a ‘bulge’ in the allied line.
As the 1st and 9th Armies are cut off from the 12th AG (due to the ‘bulge’), command of these two armies shift to the 21st AG.
20-21 Dec 44: 3rd Army displaced from its front lines and reoriented to attack into the southern portion of the ‘bulge’. Patton began his attack on 22 December.
26 Dec – 7 Feb 45: Battle of the Bulge (2) - the 12th and 21st AGs pushed the Germans back to their start line.
Jan – Apr 45: The Soviets pushed to the Oder river in the north, followed by attacks in Hungry and Austria in the south.
22 Feb – 21 March: Rhineland Campaign. All Army Groups pushed forward to the Rhine River. By chance, the US 1st Army was able to capture a bridge still intact on 7 March at Remagen and created an unexpected bridgehead on the east side of the Rhine River. (The 1st Army was returned to 12 AG after the Battle of the Bulge)
22 & 23 March: The US 3rd and British 2nd Armies conducted river crossings of the Rhine.
28 March – 7 May: Attack and occupation of Germany. The German Army Group B (Model) is captured in the Rhur Pocket. The 15th AG made a final push to capture the rest of Italy and the US 5th and 7th Armies linked up on 4 May.
15 Apr – 6 May: Soviets attacked into Eastern Germany and captured Berlin. Hitler committed suicide on 30 April and the Germans surrendered on 7 May.

Dom Pedro II
Sep 07, 2009, 09:34 PM
I'm all in favor of events that deal with things that are out of control for the player, but I was never a fan of RtW's historical events that restricted a player's actions for the sake of historical realism. If that's to be included, I would say that it should be able to be turned on or off like RtW.

But I think one of the big problems with RtW is that when you turn off historical events, then it's completely open. I mean, you get the Low Countries declaring war on France. Poland is giving Open Borders to the Soviets... all sorts of madness. All the old hatreds and mistrusts, the long-standing friendships and common ground, that should still be in there. Players should be able to have the predictable dynamics of 1930s Europe with the ability to make their own decisions when they want to make them.

kiwitt
Sep 07, 2009, 09:41 PM
See Powerpoint Presentation (http://forums.civfanatics.com/downloads.php?do=file&id=13208) for animation.

kiwitt
Sep 07, 2009, 09:44 PM
Players should be able to have the predictable dynamics of 1930s Europe with the ability to make their own decisions when they want to make them.One of the things I would like to experiment with is "Attitude" to another player option in the World Builder. That may fix it. I have this on my develoment path for my modification to RTW.

asioasioasio
Sep 08, 2009, 12:49 AM
Attitude fixes it partially, but didn't prevent from starting wars. For example Canada slightly dislikes Spain, and bang there's war :).

In my games (Soviet Union) I was attacked by USA (tough the attitude was slightly minus, but it's hard to like bolshevizm).

EDIT

In normal game Montezuma or Chyngis Khan could love you and start war next turn.

But maybe making leaders less likely to start war with attitude annoyed, and impossible for cautious, pleased friendly it could do the trick LH.xml is one of the most important things to check before relasing new patch.

BTW I managed to update Events with Images to 3.19 (and even adjusted to own needs so the image size is 360x240 - my first working SDK change :) )

http://img403.imageshack.us/img403/7417/forestfire.th.jpg (http://img403.imageshack.us/i/forestfire.jpg/)

It's how I would like it to look:
Modern photo
http://en.wikipedia.org/wiki/File:Forestfire3.jpg
turned with vintage action to the old photography with borders (maybe i should make the borders a little bit darker)

JEELEN
Sep 08, 2009, 06:04 AM
Wouldn't Always War/Peace resolve the issue?

wotan321
Sep 08, 2009, 11:00 AM
Wouldn't Always War/Peace resolve the issue?

Excellent observation JEELEN. The scenario/WBS file can restrict who cannot go to war with each other. Its fairly realistic to see Canada/UK/USA/France/Poland as having mutual "AlwaysPeace" between them.

LoneTraveller
Sep 08, 2009, 11:04 AM
I have made a partial list of events/quests that could be implemented in this mod :

Quests :

- Germany :

- Invade Poland and France
- Conquer Moscow, Stalingrad, Caucusus Oil fields
- Conquer Engeland :) or make peace with British empire and it's vassals (Canada, Australia, New Zeland, etc)
- Nuke (New York if at war with)

Reward : Being allowed to build the Volkshalle in Berlin

PS : The "Facist Shrine" building would be "Nuremberg Rallies"

- England :

- Conquer Germany
- Reduce Italian african colonies to zero
- Own 50% of world land mass

Reward : ?

- Soviet Union :

- Let Germany conquer europe and come in as a liberator afterwards.
- Conquer Japanese controled Manchuria
- Spread and Support Communism Worldwide (Ex: through activist, donating military units to friendly civs like Mao's Communist China, etc)

Reward : Being allowed to build the "Palace of the Soviet" in Moscow

- Japan :

- Conquer all Dutch, British and Australian colonies in the Pacific Theater of Operations (Asia for Asiatics !!)
- Conquer all US possessions in the Pacific (including Midway, Hawaii, Alaska, etc)
- Sink a certain amount of US Naval ships by a certain date

Reward : ?

- United States :

- Neutralize Japanese Aggression in the Far East
- Prevent South America rubber farms from being infiltrated or occupied by Axis powers
- Spread Corporations who have HQ in mainland US on a world wide scale

Reward : ?

=================================

Events :

- Damaged american bomber land in russia :

Civilization concerned : Soviet Union

Requirements :

- US at war with Japan
- US occupy Saipan
- US possess Adv. bomber tech

Situation : Soviets leaders faced with a decision :

- Return the airplanes and their crews (+3 Diplomatic points)
- Keep the airplanes but return their crews (give 75% of tech points required for adv.bomber tech)
- Keep the airplanes and their crews (give 75% of tech points required for adv.bomber tech, can backfire diplomaticly if the US learns of the inprisionment of their crews)

Source : Time index : 4:45 at http://www.youtube.com/watch?v=EM9lghxritQ&feature=channel

- British try to score points with the Soviets :

Civilization concerned : British Empire

Requirements :

- Germany fully occupied
- British discovered the jet turbine tech
- Soviet Union has not discovered the jet turbine tech
- British and Soviet Union at peace

Situation : British are trying to have good relations with the Soviets by either :

- Giving the turbine engine for the future MiG 15 (Source : time index 8:05 http://www.youtube.com/watch?v=HMzeaeO2g9s&feature=channel_page)
- Amount of money to rebuilding war ravaged eastern europe

- Allies find a German U-boat filled with goodies :

Civilization concerned : British Empire / USA

Requirements :

- Germany fully occupied
- Germany discovered Adv. Submarines, Atomic Bomb and Jet Engine
- The civilization concerned has not discovered Adv. Submarines, Atomic Bomb and Jet Engine
- Japan were allies with Germany and Japan is not conquered yet

Situation : On the last days of the war in Europe, Brits/USA capture an U-boat

- Sink those damn Nazis without mercy !!
- Capture and investigate the boat (the boat is packed with equipment, raw materials, documents and specialists on their way to Japan in hope of helping them win the war)

Source : http://en.wikipedia.org/wiki/German_submarine_U-234

- German rocket scientists being picky about their next employers :

Civilization concerned : USA

Requirements :

- Germany fully occupied
- Germany discovered "Missiles" tech
- USA has not discovered "Missiles" tech

Situation : At the end of the war in Europe German rocket scientists remain hidden until their prefered nation shows up to surrender to them. (Their rocket program objectives being the most ambitious)

- Those SS bastards ! Make them pay for the jewish slave labor they used in building their weapons and research. (+1 happiness in doing the right thing)
- Sweep the crimes under the rug, bring the scientist to the US and make them continue their work there. (Give free "Missile" tech + 30-50% or "Nuclear Warhead" tech)

Source : http://en.wikipedia.org/wiki/Wernher_von_Braun

- Leading German official lands in enemy territory :

Civilization concerned : British Empire

Requirements :

- Germany occupies northen France and attack Britain
- Most of British's ground army is destroyed

Situation : While things look dire for the British on the eve of the battle for Britain, a high ranking nazi official lands in northern england

- Have him interrogated ! (Find nothing usefull cause he's a nut)

Source : 6 part documentary at http://www.youtube.com/watch?v=a1GyeGbkz08&feature=related

- Aircraft carring secret battle plans crashes in enemy territory :

Civilization concerned : British Empire/France

Requirements :

- France and Britain at war with Germany

Situation : German airplane with the battle plans for the campaign in France crashed during a courrier mission in enemy territory

- Gives a 3 turn view (like when having a spy in it while everything else around is in foggy black) of the 4 German cities that closest to France

Source : Lost Victories, Mannstein, E. Zenith Press, 2004 softcover, chap. 5

- Germany has been completly conquered :

Civilization concerned : Which ever power who controls Nuremberg city

Requirements :

- All German cities are occupied by non-german Civs

Situation : nazi Germany is destroyed and the Allies feel that their leadership should be punished for the war crimes

- Trial all the leadership (+1 happiness in a certain radius from Nuremberg, reduction of population)
- In war the law falls silent (+1 Unhappiness in a certain radius from Nuremberg)

- Moscow as fallen :

Civilization concerned : Germany

Requirements :

- Germany conquers Moscow

Situation : Moscow has fallen and German leadership is face with a decision :

- Turn the city into a huge water basin (Source : discovery channel's "Battlefield : Russia" episode, time index : 1h42 and 50 seconds)
- Get rid of the remaining Communists and redecorate German style (Keep the city as it is)

- England has fallen to Germany :

Civilization concerned : Germany

Requirements :

- Germany at war with England
- All cities in England are occupied by Axis powers

Situation : British Empire's mainland has fallen and Germany is faced with a decision :

- Send all men between 17 and 45 to european mainland to make them work in German industries (+5 hammer to all German city and reduce the population by 50% on the island; Source : If Britain had fallen, Longmate, N.; Greenhill Books, 2004, chapter 14 : Deported, p.186)
- Hand out the british cottages to the high leadership of the Germans (+1 happiness)

PS : At this point, India should have a few cities in revolt, Canada should be close to becoming an US vassal, etc

- The enemy as massacred some of our civilians ! :

Civilization concerned : Any civ

Requirements :

- Being at war against either Germany, Soviet Union, Japan or Italy mostly

Situation : The enemy as massacred our civilians !

- We will avenge our brothers !! (All unit receive 10% strength increase)

==========


More to come later when my memory will recollect something usefull.

Dom Pedro II
Sep 08, 2009, 03:32 PM
BTW I managed to update Events with Images to 3.19 (and even adjusted to own needs so the image size is 360x240 - my first working SDK change :) )

It's a shameless plug, I know, but my Mod Helper (http://forums.civfanatics.com/showthread.php?t=328626) modcomp expands upon the Events w/ Images to let modders have an unlimited number of random images AND sounds appear for different events. I think the original Events w/ Images only allows one image.

Excellent observation JEELEN. The scenario/WBS file can restrict who cannot go to war with each other. Its fairly realistic to see Canada/UK/USA/France/Poland as having mutual "AlwaysPeace" between them.

Or, alternatively, with a bit of python work, you can determine if a player can declare war on another player in the "canDeclareWar" python method. This would be better I think because it could restrict the AI's from declaring war on the wrong people, but allow the human players to make their own decisions. Always War/Peace applies to everyone.

Also, it could be interesting because it could allow the AI to declare war under particular circumstances. Let's say the UK adopts Fascism. Maybe the USA should be able to declare war then? Just saying, I think using the python method to set different conditions would be better than a blanket restriction.

JEELEN
Sep 08, 2009, 03:43 PM
Or, alternatively, with a bit of python work, you can determine if a player can declare war on another player in the "canDeclareWar" python method. This would be better I think because it could restrict the AI's from declaring war on the wrong people, but allow the human players to make their own decisions. Always War/Peace applies to everyone.

I know that. I was also thinking the use of Locked Alliances might be helpful. And I assume events can override both?

Also, it could be interesting because it could allow the AI to declare war under particular circumstances. Let's say the UK adopts Fascism. Maybe the USA should be able to declare war then? Just saying, I think using the python method to set different conditions would be better than a blanket restriction.

I don't like that example (if only for lack of realism), but both Always War/Peace and Locked Alliances can be refined using python. At any rate, the final decision is up to the modder in question.

Speaking of which: :goodjob: on those event suggestions, Lone Traveller!

Dom Pedro II
Sep 08, 2009, 04:02 PM
I know that. I was also thinking the use of Locked Alliances might be helpful. And I assume events can override both?

I don't like that example (if only for lack of realism), but both Always War/Peace and Locked Alliances can be refined using python. At any rate, the final decision is up to the modder in question.

Neither events or python can override Always War/Peace. If you turn this option on, it's on for good. That's why using the canDeclareWar python function would be better because it could set different conditions for when a player (AI or not) can declare war on a particular other player. The example I gave was just throwing something out there... maybe Spain would be a better example. If Spain is Fascist, the Allies can declare war. If it switches to Democracy, they can't. Same could apply for the Axis but in reverse.

JEELEN
Sep 08, 2009, 11:53 PM
Fair enough. ;)

Dom Pedro II
Sep 09, 2009, 11:45 AM
I thought of something else along the lines of who can declare war on who. I saw a lot of bizarre DoW's in the last game I played as Spain including a number of the small, very spread out civilizations declaring war on each other like the West Balkans and Norway. I mean, here are two countries that have absolutely no reason and no means to go to war with each other.

Which got me thinking... some countries should be able to go to war with each other, but only after someone else has gotten involved. For example, Italy has no reason to declare war on Norway on its own. But if Germany declares war on Norway, then Italy has a reason to follow suit.

Also, there needs to be something to keep the wars going between the main powers... in the game I'm playing now, Germany is only at war with Canada.

wotan321
Sep 09, 2009, 02:57 PM
That's a good point Dom Pedro II, what causes two warring civs to stop fighting? Some civs should capitulate after one city is fallen, others only when down to the last city. How does the AI decide when to throw in the towel?

Dom Pedro II
Sep 09, 2009, 04:10 PM
That's a good point Dom Pedro II, what causes two warring civs to stop fighting? Some civs should capitulate after one city is fallen, others only when down to the last city. How does the AI decide when to throw in the towel?

Well, there's different cases under which the AI is willing to make peace, but two AI players will often make peace when neither has made any progress on conquering the other. This is particularly true if they're far away from each other I find.

The war/peace restrictions could be made so that, rather than preventing peace from being reached under all circumstances, it would require one side or the other to achieve a set of objectives first before they could talk about signing a peace treaty.

One of the problems, however, is that in WWII, it's unlikely that either side would settle for a simple peace treaty. Standard Beyond the Sword already provides us with the mechanics for representing the Germany-France scenario. In this case, the Germans conquer sufficient territory that the existing French government sues for peace and effectively becomes a puppet state or vassal of Germany.

This does not, however, correspond with a lot of the other areas of the war where the Axis powers conquered territory and established puppet governments in the territories they conquered. My Conqueror's Delight modcomp added the ability for players, upon conquering an enemy city, to carve out a new vassal government with all the same civics (if available) as the conqueror in that city. All subsequent cities captured could then be added to that vassal government.

So I would say that neither side would accept peace without a drastic restructuring of the other's government.

asioasioasio
Sep 11, 2009, 01:31 AM
Excellent observation JEELEN. The scenario/WBS file can restrict who cannot go to war with each other. Its fairly realistic to see Canada/UK/USA/France/Poland as having mutual "AlwaysPeace" between them.

How to do this? I didn't used this option before. :blush:

It's a shameless plug, I know, but my Mod Helper (http://forums.civfanatics.com/showthread.php?t=328626) modcomp expands upon the Events w/ Images to let modders have an unlimited number of random images AND sounds appear for different events. I think the original Events w/ Images only allows one image.

Yeah it works with just one image. I would need definitly try Mod Helper. Tough I'm right now fighting with compilling RevolutionDCM - it didn't compile both on VS 2003 and Code Blocks - so it seems it's very buggy or I'm dummier in programming than i think I am :). I think I'll try this 'makefile'.

Cool ideas for events DonPedro - it's how the game should work - all those restrictions start war when..... and assign peace when certains objectives are finished. But I don't know Python (and English - well it could be a lot better too :) ). So only your help dear modders could bring cool events to this mod.

Cool ideas - i really would like to see them in scenarios. :)

wotan321
Sep 11, 2009, 05:29 AM
How to do this? I didn't used this option before.

With the individual teams you set the PermanentWarPeace=<team#>. The same works for permanentwar, two teams are always at war.

Here is a nice thread on the WBS options.

http://forums.civfanatics.com/showthread.php?t=135669

asioasioasio
Sep 11, 2009, 06:59 AM
OK thx. I would use this option right now, before more complex historical events will be added in Python

Dom Pedro II
Sep 13, 2009, 01:01 AM
I'm currently working on some python code that should restrict the wardecs and remove all the bizarre little wars that seem to be spreading all over the place on account of Aggressive AI.


Here's the breakdown (remember this only applies to AI players):

USA, Canada, France and Britain can't declare on each other. USA and Canada can't declare on anybody that Britain isn't at war with (unless Britain's been destroyed). Britain can't declare on anybody with the Western Allies religion.

Germany and Italy can't declare war on each other. Spain can't declare on Germany and Italy, but either can declare on Spain.

Italy can only declare war on people Germany is at war with except for West Balkans, East Balkans and Turkey which they can declare war on at any time.

The Soviet Union can declare war on anybody as long as its not at war with Germany at the time. It can declare on Finland at any time.

West Scandinavia, the Low Countries, and Sweden can't declare on anybody, but almost anybody can declare on them.

Finland can only declare on the USSR.

Turkey, West Balkans and East Balkans are free agents and can declare war on anybody except the North American and Scandinavian/Baltic civs because they're just too far away to be relevant.

Some of these choices were for historical accuracy. Others were just to keep the AI from doing something suicidal or completely pointless.

makke
Sep 13, 2009, 02:40 AM
With the individual teams you set the PermanentWarPeace=<team#>. The same works for permanentwar, two teams are always at war.

Here is a nice thread on the WBS options.

http://forums.civfanatics.com/showthread.php?t=135669

Thank you for this link :)

asioasioasio
Sep 13, 2009, 03:35 AM
Cool Dom Pedro. You're changes will be part of next update!

"The Soviet Union can declare war on anybody as long as its not at war with Germany at the time. It can declare on Finland at any time."
Poland was at war with Germany at was attacked by Soviet Union

Do you think you could make it with percent of probability (or it'll be to much work)
For example Soviet Union would every turn check the probability of attack. In first place they'll check if war is possible (they have resources, army, etc... - everything that stops AI from starting war with more powerfull enemy or when already loosing war with someone else)
If yes - the next thing would be randomly triggering the war probability:
For:
Poland - 75%:*
Finland - 25% *
Rest countries as you mentioned - not at war with Germany - 2%
Sweden, Spain - 0,5%
So they'll start war more likely with enemy that was more historicly correct.

*What do you think about adding additional restriction that Soviet Union won't trigger the war with Poland and Finland in theire first turn - the first turn they might trigger the war will be October 1939 (since the weeks will be changed to months).

Spain also should be free agent and can declare war on anybody except the North American and Scandinavian/Baltic and of course Italy and Germany civs

wotan321
Sep 13, 2009, 05:57 AM
Those changes Dom Pedro is coding will be a good thing. My hope is to see the 1933 scenario again, and as of 1933 there was the possibility of Germany and Italy fighting over the Austria/Czechoslovakia question. And of course Italy changes sides in the real events.

I am impressed by all the feedback and care you all are putting in tweaking this mod. The changes will be nice. I do worry it gets too big, but I will certainly download and play the mod as it evolves.

Dom Pedro II
Sep 13, 2009, 09:27 AM
"The Soviet Union can declare war on anybody as long as its not at war with Germany at the time. It can declare on Finland at any time."
Poland was at war with Germany at was attacked by Soviet Union.

No, I mean that the Soviet Union cannot declare on anybody if the Soviet Union is at war with Germany. This is just to prevent the USSR from adding more wars than it can handle. The AI sometimes will do suicidal things like that.

Do you think you could make it with percent of probability (or it'll be to much work)
For example Soviet Union would every turn check the probability of attack. In first place they'll check if war is possible (they have resources, army, etc... - everything that stops AI from starting war with more powerfull enemy or when already loosing war with someone else)
If yes - the next thing would be randomly triggering the war probability:
For:
Poland - 75%:*
Finland - 25% *
Rest countries as you mentioned - not at war with Germany - 2%
Sweden, Spain - 0,5%
So they'll start war more likely with enemy that was more historicly correct.
Well, these changes only determine if the civilization CAN or CANNOT declare war. Not if it WILL or WILL NOT declare war. I would have to write some AI behavior scripts to control if a civilization will actually declare war. That will be the next step...

*What do you think about adding additional restriction that Soviet Union won't trigger the war with Poland and Finland in theire first turn - the first turn they might trigger the war will be October 1939 (since the weeks will be changed to months).
Sounds good, although you do know you have the Soviet Union starting out at war with Poland, right? ;)

Spain also should be free agent and can declare war on anybody except the North American and Scandinavian/Baltic and of course Italy and Germany civs

Yes, Spain is another free agent. I've actually made some additional changes because I do want to leave the possibility open that, if they see the writing on the wall, Spain might declare war on Germany and/or Italy. So I coded it that it can't declare war if the Spanish are running the Axis ideology. If they convert, they will be able to declare war.

Those changes Dom Pedro is coding will be a good thing. My hope is to see the 1933 scenario again, and as of 1933 there was the possibility of Germany and Italy fighting over the Austria/Czechoslovakia question. And of course Italy changes sides in the real events.

I am impressed by all the feedback and care you all are putting in tweaking this mod. The changes will be nice. I do worry it gets too big, but I will certainly download and play the mod as it evolves.

Yeah, I might have to make an SDK change because currently there's no way to read in python the game type. This will probably be important since if you take my modified python file and drop it in the python folder, it will apply not only for the current scenario but for all WWII - 1939 mod games.

So I need to limit these DoW restrictions to the 1939 scenario. I might be able to just do this by checking the game's start year. And certainly, it will be necessary to differentiate between a 1933 scenario and a 1939 scenario.

Dom Pedro II
Sep 13, 2009, 10:00 PM
Also, I noticed that you said RevolutionDCM is going to be included... will we be able to turn off the different parts of DCM? Because, IMO, opportunity fire and stack combat renders the game unplayable.

asioasioasio
Sep 14, 2009, 12:33 AM
I see both options (especially stack combat) unplayable too - It'll be by default turned off. But if i remeber well it can be turned on/off by putting checking mark in the Bug mod's options tab.

Awsome work Dom Pedro II with those settings! The settings of course might be different for different scenario (for example in World scenario the Soviet Union will DoW Japan, when it is still at war with Germany)- so they should be limited to scenarios. And Python is easy to change / add (no recompilling) so I think that even noob like me could expand it to other scenarios if needed.

Could you make not starting date as a Python events trigger. There will be two scenarios starting in 1933 - one in Europe made by wotan and one on world map made by JungleIII. Do you think it might be recognized by scenario name, or by adding aditional line in Worldbuilder scenario header (below for example Mod's Path=), specifing the Diplomacy used - SCENARIO_DIPLOMACY_DEFAULT, SCENARIO_DIPLOMACY_EUROPE_1939,SCENARIO_DIPLOMACY_ EUROPE_1933. etc.

EDIT

No, I mean that the Soviet Union cannot declare on anybody if the Soviet Union is at war with Germany. This is just to prevent the USSR from adding more wars than it can handle. The AI sometimes will do suicidal things like that.

Cool :)


Well, these changes only determine if the civilization CAN or CANNOT declare war. Not if it WILL or WILL NOT declare war. I would have to write some AI behavior scripts to control if a civilization will actually declare war. That will be the next step...

Awsome :) - Would you make it that in the begining of scenario the player could choose if he want to play without historical events (standard changes - AI civilization CAN or CANNOT declare war) or with historical events (scripts to control if a civilization will actually declare war in the corect place in timeline, but also when certain 'ifs' are fullfilled, plus other historical events, added of course in next steps).

Sounds good, although you do know you have the Soviet Union starting out at war with Poland, right? ;)
Yeah, but they started war 17th September - I just moved in scenarios Soviet offensive armies to the east and they start with war already.

Dom Pedro II
Sep 14, 2009, 01:09 AM
Awsome work Dom Pedro II with those settings! The settings of course might be different for different scenario (for example in World scenario the Soviet Union will DoW Japan, when it is still at war with Germany)- so they should be limited to scenarios. And Python is easy to change / add (no recompilling) so I think that even noob like me could expand it to other scenarios if needed.

Could you make not starting date as a Python events trigger. There will be two scenarios starting in 1933 - one in Europe made by wotan and one on world map made by JungleIII. Do you think it might be recognized by scenario name, or by adding aditional line in Worldbuilder scenario header (below for example Mod's Path=), specifing the Diplomacy used - SCENARIO_DIPLOMACY_DEFAULT, SCENARIO_DIPLOMACY_EUROPE_1939,SCENARIO_DIPLOMACY_ EUROPE_1933. etc.

Personally, I would prefer that it be done based on scenario name, but I'm not sure how to retrieve that information within python (or within the SDK for that matter). There's probably a good way to handle this, but it hasn't occurred to me yet.

Awsome :) - Would you make it that in the begining of scenario the player could choose if he want to play without historical events (standard changes - AI civilization CAN or CANNOT declare war) or with historical events (scripts to control if a civilization will actually declare war in the corect place in timeline, but also when certain 'ifs' are fullfilled, plus other historical events, added of course in next steps).
Yeah, right now, I've also been writing some AI behavior script so that the AI will be more likely to declare war near the real timeline. But it's not exact.

So for example, the Soviet Union might have a 5% chance to declare war on Finland between September 1939 and November 1939. Then it goes to 25% after November. So this way players don't have to have the exact historical events, but the AI will treat their neighbors more or less like they did in reality.

asioasioasio
Sep 14, 2009, 01:59 AM
Awsome!!! :)

asioasioasio
Sep 14, 2009, 04:25 AM
The non-historical events that can be used after small changes (requirements or short fixes in texts):




Event1
Forest Fire
Prereq: Forest in city fat cross
Obsolete: None
Active/Weight: 70/100
Result:
1.you pay 10 gold
2.you pay 4 gold and lose 1 forest
3.you pay nothing, lose one forest and gain 1 angry face (lasts as long as whip anger)

Event4
Motherload
Prereq: Goldmine with either road OR railroad in your control AND either WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 20 – 40 gold

Event5
Washed out
Prereq: road OR railroad in your control
Obsolete: None
Active/Weight: 80/100
Result:
1.you lose one road
2.you pay 20 gold

Event11:
Famine
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.Nothing
2.your city loses 50% of food storage AND you gain +1 Attitude with one AI
3.you pay 10 gold AND your city loses 100% of food storage AND you gain +3 Attitude with one AI

Event14:
Airliner Crash
Prereq: Share borders with other player AND other player has FLIGHT
Obsolete: None
Active/Weight: 70/300
Result:
1.+1 Attitude with other AI
2.+1000 Espionage points (with the other AI?)
3.+15-35% of research costs for FLIGHT AND -2 Attitude with other AI

Event18:
Fugitive:
Prereq: FEUDALISM
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 Attitude with AI1, chance for 3
2.+500 Espionage points AI1, chance for 4
3.-1 Attitude with AI2
4.-1 Attitude with AI1

Event19:
Pestilence1/Pestilence2
Prereq: Tile with pasture/plantation
Obsolete: None
Active/Weight: [55/100]/[100/100]
Result:
1.Tile improvement is destroyed



Event21
Faux Pas
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.-1 Attitude with other AI

Event26
Tornado
Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 75/200
Result:
1.Improvement is destroyed

Event27
Baby Boom
Prereq: You signed a Peace Treaty
Obsolete: None
Active/Weight: 100/500
Result:
1.All cities gain 10 food in storage

Event28
Bard's Tale
Prereq: MUSIC
Obsolete: None
Active/Weight: 90/200
Result:
1.City gains 100 culture points
2.you pay 25 gold AND city gains 450 culture points
3.IF you have RADIO you pay 10*number of cities in gold and all cities gain 250 culture points

Event29
Looters
Prereq: at least one angry in neighboring player's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you lose 50 Espionage points (with that player) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI

Event30
Brothers in Need
Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war
Obsolete: None
Active/Weight: 100/1000
Result:
1.Nothing
2.you gift Copper
3.you gift Iron
4.you gift Horse
5.you gift Ivory
6.you gift Oil
7.you gift Uranium

Event31:
Hurricane
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
Obsolete: None
Active/Weight: 75/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point

Event32
Cyclone
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal
Obsolete: None
Active/Weight: 70/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point

Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city loses a number of buildings AND loses 5 population

Event34
Monsoon
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is not coastal AND city has jungle nearby
Obsolete: None
Active/Weight: 85/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point

Event35
Blizzard
Prereq: tundra tile with improvement and road or rail AND WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 80/100
Result:
1.tile improvement and route are destroyed
2.you pay 5 gold

Event36
Volcano
Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 70/100
Result:
1.cottages, hamlets, villages and towns around the peak are destroyed

Event37
Dust Bowl
Prereq: Own 4 farmed plains tiles AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 70/100
Result:
1.pay 40 gold lose 1 farm
2.lose 1 farm chance of looping



Event42
Clunker Coal
Prereq: own tile with mine AND coal AND road or railroad
Obsolete: None
Active/Weight: 90/50
Result:
1.tile loses 1 production
Event43
Sour Crude
Prereq: own tile with oil AND well or offshore platform
Obsolete: None
Active/Weight: 90/50
Result:
1.tile loses 1 production


Event50
Mining Accident
Prereq: own mine AND BRONZE_WORKING and THE_WHEEL and MYSTICISM and HUNTING
Obsolete: None
Active/Weight: 90/200
Result:
1.pay 20 gold
2.pay 5 gold AND lose the mine
3.lose the mine AND gain +1 angry face (like whipping anger)


Event51
Breakthrough
Prereq: None
Obsolete: None
Active/Weight: 80/50
Result:
1.+10% remaining Tech cost towards current tech


Event52
Setback
Prereq: None
Obsolete: None
Active/Weight: 65/30
Result:
1.you lose 8 percent of research towards a tech


Event54
Great Depression
Prereq: at least 1 founded corporation somewhere
Obsolete: None
Active/Weight: 40/100
Result:
1.All players lose 25% of their gold


Event55
Bermuda Triangle
Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
Obsolete: None
Active/Weight: 50/100
Result:
1.Unit is destroyed


Event58
Rural Farmers
Prereq: Grocer
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 food for the city's Grocer


[/QUOTE]

asioasioasio
Sep 14, 2009, 04:25 AM
The non-historical events - part 2



Event63
Motor Oil
Prereq: Oil with Well OR Offshore Platform under your control
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 50 gold
2.you pay 50 gold AND gain 15 free unit support

Event64
Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation

Event65
Electric Company
Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 happy face in every city

Event67
Comet Fragment
Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY
Obsolete: None
Active/Weight: 80/100
Result:
1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed

Event68
Subway
Prereq: 1 Public Transport AND minimum 25 population in city
Obsolete: None
Active/Weight: 80/400 (* number of Public Transport buildings)
Result:
1.city's Public Transportation gains +5 commerce

Event70
Influenza
Prereq: minimum 10 population in a city AND era modern or future AND NOT MEDICINE
Obsolete: None
Active/Weight: 45/400
Result:
1.pay 100 gold AND city loses 3 population
2.city loses 3 population AND a number of nearby cities lose 2 population

Event74
Hi Yo Silver
Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
Obsolete: None
Active/Weight: 35/200
Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road

Event76
Independent Films
Prereq: MASS_MEDIA AND you do NOT control the Hollywood wonder
Obsolete: None
Active/Weight: 35/100
Result:
1.you get 1 Movie bonus

Event78
Modern Olympics
Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred
Obsolete: None
Active/Weight: 100/500
Result:
1.+1 Attitude with all AIs you have met

Event79
Interstate
Prereq: Universal Suffrage civic AND INDUSTRIALISM or RADIO AND Emancipation civic
Obsolete: None
Active/Weight: 100/100
Result:
1.all units travel faster on roads (I am not sure what “RouteChange = -5” does though)

Event87
Rifled Cannon
Prereq: RIFLING and STEEL
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 35/200
Result:
1.All Cannon units gain the Combat 1 promotion

Event88
Metal Decks
Prereq: FLIGHT and INDUSTRIALISM
Obsolete: COMPOSITES
Active/Weight: 35/200
Result:
1.All Carrier units gain the Drill 3 promotion

Event89
Long Range Fighters
Prereq: FLIGHT
Obsolete: COMPOSITES
Active/Weight: 20/200
Result:
1.All Fighter units gain the Range 1 promotion

Event92
Cigarette Smoker
Prereq: DRAMA AND city with Theater
Obsolete: None
Active/Weight: 80/200
Result:
1.you lose 30 gold
2.you lose 10 gold AND the Theater is destroyed
3.the Theater is destroyed AND the city gains +1 angry face (like whipped)

Event93
Heroic Gesture
Prereq: You are at war and winning
Obsolete: None
Active/Weight: 80/350
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent

Event94
Great Mediator
Prereq: You are at war for 10 or more turns
Obsolete: None
Active/Weight: 85/200
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent

Event98
Impact Crater
Prereq: Tile with Jungle or Forest AND PHYSICS AND NO Uranium resource
Obsolete: None
Active/Weight: 20/200
Result:
1.Nothing
2.You pay 500 gold AND the tile gains Uranium AND road AND mine




Event106
Literacy
Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library
Obsolete: None
Active/Weight: 30/100
Result:
1.1 city gains a free settled great scientist

Event114
Hamburger Joint
Prereq: RADIO AND tile with pastured Cows resource AND road or railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 240 to 330 gold

Event116
Fashion
Prereq: RADIO AND City with Factory AND tile with silk AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 180 to 260 gold

Event118
Girls Best Friend
Prereq: City with Forge AND tile with gems resource AND mine AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 120 to 180 gold

asioasioasio
Sep 14, 2009, 04:26 AM
Event128
Esteemed Playwright
Prereq: City with theater AND NOT Slavery civic
Obsolete: None
Active/Weight: 85/200
Result:
1.+1 commerce for city's theater
2.you pay 10 gold AND gain +3 culture for city's theater

Event132
Spoiled Grain
Prereq: City with granary
Obsolete: None
Active/Weight: 80/200
Result:
1.City loses all stored food
2.you pay 20 gold

Event133
Angel of Mercy
Prereq: City with Hospital
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its hospital
2.you pay 100 gold AND city gains +1 happy face for its hospital

Event134
Chilly Flight
Prereq: City with Airport
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its airport

Event135
Industrial Fire
Prereq: City with Factory
Obsolete: None
Active/Weight: 80/200
Result:
1.Factory is destroyed
2.you pay 100 gold

Event136
Laboratory
Prereq: City with Laboratory AND Free Speech civic
Obsolete: None
Active/Weight: 80/200
Result:
1.You get 15% of remaining tech cost for a tech

Event137
Experienced Captain
Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER unit with 7 or more XP
Obsolete: None
Active/Weight: 95/200
Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy

Event138
Heresy
Prereq: Theocracy civic
Obsolete: None
Active/Weight: 85/200
Result:
1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
3.Nothing


Event141
Crisis in the Senate
Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 55/100
Result:
1.gain +2 Espionage points for all barracks
2.gain 400 to 600 gold
3.+1 happy face in all cities

Event142
Too Close To Call
Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 60/100
Result:
1.gain +1 gold for all courthouses
2.gain +3 culture for all courthouses

Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 65/100
Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities




Quest16:
Overwhelm
Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
Obsolete: ROBOTICS
Active/Weight: 35/200
Aim:
Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
Result:
1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
2.All harbors gain +5 commerce
3.IF the Manhattan Project has been build pass the Nuke Ban resolution

Quest17:
Corporate Expansion
Prereq: own a corporate HQ
Obsolete: None
Active/Weight: 70/200
Aim:
spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
Result:
1.+10 gold for the corporate HQ

Quest18
Hostile Takeover
Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
Obsolete: None
Active/Weight: 80/200
Aim:
own all resource types the corporation uses
Result:
1.+20 gold for the corporate HQ




Event156
Immigrants
Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +1 population

Event159
Controversial Philosopher
Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY
Obsolete: SCIENTIFIC_METHOD
Active/Weight: 75/1000
Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy

Event160
Defecting Agent
Prereq: at least 5 Inteligence Agency buildings and contact with another player
Obsolete: None
Active/Weight: 75/100
Result:
1.lose 300 Espionage points vs. other player
2.pay gold (50 base) AND 50% chance of 3
3.-2 attitude modifier with other player

Event161
Jail
Prereq: City with Jail
Obsolete: None
Active/Weight: 80/100
Result:
1.City loses 1 happy face
2.Pay gold (100 base)

Event162
Spy Discovered
Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
Obsolete: ROBOTICS
Active/Weight: 60/100
Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities

Event163
Nuclear Protests
Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
Obsolete: None
Active/Weight: 75/120
Result:
1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
2.lose 2 happy faces in one city
3.pay gold (400 base)

Event164
Better Coal
Prereq: own plor with Coal AND Mine
Obsolete: None
Active/Weight: 75/100
Result:
1.+4 production from coal plants
2.+2 production AND +1 health from drydocks

Event165
Broken Dam
Prereq: City with Hydro Plant
Obsolete: None
Active/Weight: 75/100
Result:
1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
3.pay gold (360 base) AND -1 population in city

Event171
Pasture Built
Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
Obsolete: CALENDER
Active/Weight: 80/100
Result:
1.Plot gains Pasture AND Road

Event172
Rogue Station
Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
Obsolete: None
Active/Weight: 90/100
Result:
1.lose 150 Espionage points with other player AND lose Broadcast Tower
2.+1 angry face (like whipped) in city
3.+2 angry faces (like whipped) AND factories gain +2 production in all cities

asioasioasio
Sep 14, 2009, 04:26 AM
to be continued...

asioasioasio
Sep 14, 2009, 04:27 AM
The list that can be used after larger modifications in restriction and especially texts to match the mod:

Event6
At the Sword
Prereq: 1 damaged Swordsman
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 100/500
Result:
1.the chosen Swordsman gains 3 XP


Event8:
Inspired Mission
Prereq: City with 2 religions 1 of them your state religion
Obsolete: None
Active/Weight: 75/200
Result:
1.State religion spreads to 4 own cities (with 1 or no other religions)
2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)


Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND will trigger 3 next turn
2.you pay 10 gold AND -1 population AND 1 turn revolt AND will trigger 3 next turn
3.1 turn revolt AND 40% chance to trigger 3 next turn


Event15:
Farm Bandits
Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
Obsolete: None
Active/Weight: 85/200
Result:
1.you pay 10 gold may loop to 3
2.you lose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
3.you lose 5 food in nearby city


Event17:
Horticulture
Prereq: Forest OR Jungle tile under your control AND CALENDAR
Obsolete: None
Active/Weight: 80/200
Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city


Event22
Joyous Wedding
Prereq: You and neighboring AI have the same State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.Nothing
2.You pay 15 gold AND gain +1 Attitude with neighboring AI
3.You pay 60 gold AND gain +3 Attitude with neighboring AI


Event23
Wedding Feud
Prereq: You and neighboring AI have different State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.-1 Attitude with neighboring AI
2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.


Event38
Parrots
Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 85/50
Result:
1.the tile gains +1 commerce


Event39
Jade
Prereq: own tile with mine AND Iron AND road or railroad
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 commerce


Event40
Black Pearls
Prereq: own tile clams AND fishing boat
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce


Event41
Saltpeter
Prereq: own 4 forest hill tiles AND GUNPOWDER
Obsolete: None
Active/Weight: 90/20
Result:
1.tiles gain +1 commerce

Event44
Truffles
Prereq: own grass tile
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food AND +1 commerce


Event45
Sea Turtles
Prereq: own coastal tile AND CALENDAR
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food


Event46
Tin
Prereq: own mined hill AND BRONZE_WORKING
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 production


Event47
Prairie Dogs
Prereq: own plains tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce


Event49
Appleseed
Prereq: own plains tile AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 75/50
Result:
1.Tile gains forest AND +1 food


Event56
Patron of Knowledge
Prereq: Library
Obsolete: None
Active/Weight: 85/200
Result:
1.+10% remaining tech cost towards current tech
2.pay gold (10% of current tech cost) AND gain +1 research in the city's library


Event57
Master Smith
Prereq: Forge
Obsolete: None
Active/Weight: 70/100
Result:
1.+1 production for the city's forge


Event60
Bowyer
Prereq: ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/50
Result:
1.All your Archery units gain the Combat 1 promotion

Event66
Hindenberg (sic!)
Prereq: 1 Airship anywhere AND RADIO
Obsolete: None
Active/Weight: 85/500
Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport

Event69
Gold Rush
Prereq: mine AND maximum 5 population in city AND industrial era
Obsolete: None
Active/Weight: 90/500
Result:
1.city gains +1 population
2.pay 20 gold AND city gains +3 population

Event71
Solo Flight
Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
Obsolete: None
Active/Weight: 90/100
Result:
1.+1 Attitude with all AIs you have met


Event74
Hi Yo Silver
Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
Obsolete: None
Active/Weight: 35/200
Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road
The same can be done for other resources.

Event82
Axe Haft
Prereq: BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Axeman units gain the Shock promotion

Event83
Tower Shield
Prereq: MINING
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 20/200
Result:
1.All Melee units gain the Cover promotion

Event84
Smokeless Powder
Prereq: GUNPOWDER
Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
Active/Weight: 40/200
Result:
1.All Musketman units gain the Pinch promotion

Event85
Stronger Fittings
Prereq: MACHINERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Crossbowman units gain the Combat 1 promotion

Event86
Firing Pins
Prereq: MILITARY_SCIENCE
Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:
1.All Grenadier units gain the Pinch promotion

Event99
The Huns
Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn

Event100
The Vandals
Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn

Event101
The Goths
Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Axemen (Standard size map) spawn

Event102
The Philistines
Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Spearmen (Standard size map) spawn

Event103
The Vedic Aryans
Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Archers (Standard size Map) spawn

Event111
Boilers
Prereq: STEEL AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 90 to 140 gold

Event112
Personal Computers
Prereq: COMOUTERS AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 140 to 230 gold

Event115
Tea
Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 50 to 100 gold

Event119
Banana Split
Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 160 to 240 gold

Quest13:
Warships
Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/200
Aim:
Build default number of players for this world size Triremes (7 for standard)
Result:
1.All Trireme units gain the Combat 1 promotion
2.IF you control the Great Lighthouse all harbors gain +2 commerce
Quest14:
Guns Butter
Prereq: GUNPOWDER
Obsolete: RIFLING or RAILROAD
Active/Weight: 30/200
Aim:
Build default number of players for this world size +1 Musketmen (8 for standard)
Result:
1.All Musketman units gain the Pinch promotion
2.IF Vassalage civic gain 400 gold
3.IF you control the Taj Mahal wonder trigger a golden age

Quest15:
Noble Knights
Prereq: GUILDS and HORSEBACK_RIDING
Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
Active/Weight: 15/200
Aim:
Build default number of players for this world size +1 Knights (8 for standard)
Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city

Event154
Civ Game
Prereq: COMPUTERS
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)

Event155
Slave Revolt Warning
Prereq: Slavery Civic AND city with at least 4 population
Obsolete: None
Active/Weight: 0/0
Result:
1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic

Event157
Healing Plant
Prereq:
Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
Active/Weight: 70/100
Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces

asioasioasio
Sep 14, 2009, 04:28 AM
to be continued..........

kiwitt
Sep 16, 2009, 09:10 PM
European Temperatures
http://forums.civfanatics.com/showpost.php?p=8465451&postcount=202

May help in adding Winter weather events.

asioasioasio
Sep 23, 2009, 01:56 PM
All events in posts 38-41, have now images. :). What's lefy is to add them to the xml

JEELEN
Sep 24, 2009, 09:52 AM
Way to go, asioasioasio! :thumbsup:

LoneTraveller
Oct 30, 2009, 11:12 PM
I found a great book filled with possible events for WW2. It's called "WW2 Behind Closed Doors" and there's a video resume on YouTube called "Stalin, the Nazis and the Allies" but the book is more complete.

I'll write down possible events and make a post after I'm done with it.

fireclaw722
Nov 25, 2009, 12:02 PM
I personally think that there should be something with the the French after bieng conquered by Germany(both Vichy and Free France).